Oculus Rift Virtual Reality Demo


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  • 4 weeks later...

More Oculus Rift demos:

Team Fortress 2

Tuscany demo with the Razer Hydra for positional tracking

Tuscany demo with the Razer Hydra for virtual hands

Second revision of the Oculus Rift Devkit coming later this year - http://www.pcper.com...Oculus-Rift-ECS

idk if this kind of stuff will really take off. It's cool technologically, but is it practical for gaming?

For racing and flying games it will be practical, or any game/experience that has you sitting in a cockpit/chair. As has been said in various interviews, new types of experiences will need to be developed with VR in mind.

Omni-directional treadmills are also coming in the future such as the Virtuix Omni:

I can just see people stumbling around their lounge rooms now. Tripping over the coffee tables or having their ****ed mates put their feet out to trip you up.

It also seems like it would make you feel sick and disorientated pretty quickly.

And didn't Sony already release their 3D headset? Nobody bought that ****. IDK who will be willing to buy this.

I can just see people stumbling around their lounge rooms now. Tripping over the coffee tables or having their ****ed mates put their feet out to trip you up.

It also seems like it would make you feel sick and disorientated pretty quickly.

And didn't Sony already release their 3D headset? Nobody bought that ****. IDK who will be willing to buy this.

The Sony HMZ-T1 headset's FOV is only 45 degrees, while the Rift is 110 degrees, a huge difference. You can indeed get sick because the brain won't understand what's going on since the eyes see one thing, and the inner ear feels another. The same thing happens with pilots who fly fighter jets, or even sailing causing sea-sickness. Thankfully the human body can adapt to such things, all it takes is time, but also depends on the user. The sensors in the Rift have very low latency so it is less likely that you will get motion sickness

Thousands of people have ordered the devkit, which you can still get for $300 on their website.

VR heasets with full tracking has been around since like 2000, they've never taken off because they're low res and they don't really work very well.

It's a good thing that cellphone displays are pushing the technological boundaries for resolution and PPI. The current Rift devkit has a 7 inch screen running at 1280 x 800, which is not very good. The next revision of the devkit will hopefully have a 5 inch screen running at 1080p.

I reckon I could live in a VR world for a few hours / days / weeks......

When I was younger (probably about 15-20 years ago now) there was a shop in the town that had a circular platform, they let you wear a headset similar to the Rift and play around in a virtual world too, exactly what they are showing off here except inside a circular platform, you could look around with your real head and it moved in-game as it does with this, then nothing at all for all these years and suddenly its back, in about the same stage as it was back then, only now we have it connected to a PC instead of a big shop based environment

Shortly after that there was several consumer VR headsets you could use on your PC as well. they looked sleeker than this in fact, they had the similar vision thing at the front and a sensor package at the back for balance since they where quite heavy.

But no one wanted them and they faded away.

Shortly after that there was several consumer VR headsets you could use on your PC as well. they looked sleeker than this in fact, they had the similar vision thing at the front and a sensor package at the back for balance since they where quite heavy.

But no one wanted them and they faded away.

In my mind, back then they were no bigger than the Rift, but in reality they were probably the same size as my head, weird how PCs and 3D gaming continued to grow but this faded until now...

Fetch my angry pants Spencer, I'm madder than I've ever been..... this could have been sunglasses sized by now if it had caught on

Good review:

The only things that really seem to be lacking is the poor resolution/PPI and the lack of positional tracking, which are both being worked on for the next devkit revision.

Here is an interesting interview with the CEO of Forth Dimension Displays who are developing high spec displays.

"The only things that really seem to be lacking is the poor resolution/PPI and the lack of positional tracking, which are both being worked on for the next devkit revision."

Those are pretty significant features that need work. :s

Every time I read or watch anything on the rift I feel like me when I was 5 and got my original NES for christmas in 1989. It feels like it's going to open up a whole new era for me, just like the NES (in a way I didn't understand at the time) did. All reviews are, in general, positive - with each only touching on the negatives with which all seem to have an eventual solution in-time for the commercial release (resolution, position tracking).

I read the hands-on review from Ben Kuchera (Penny Arcade [Formerly Arstechnica] entertainment critic) and the review was astonishing and this guy doesn't in general hold punches. He was writing it as if this thing is going to change everything and it's still only in dev. I truly hope this takes off with a blast, not only because this team at oculus are amazing but so the technology has a solid foot in the industry (Setting a bar). I fully suspect this technology to only get better, it's only in its infancy and it's spectacular!

Penny Arcade link: http://www.penny-arcade.com/report/article/we-spend-the-weekend-with-the-oculus-dev-kit-and-answer-your-questions

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